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No longer checking portals behind player

Thomas Buck 9 years ago
parent
commit
902128652c
2 changed files with 28 additions and 19 deletions
  1. 14
    0
      ChangeLog.md
  2. 14
    19
      src/Render.cpp

+ 14
- 0
ChangeLog.md View File

2
 
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 ## OpenRaider (0.1.4) xythobuz <xythobuz@xythobuz.de>
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 ## OpenRaider (0.1.4) xythobuz <xythobuz@xythobuz.de>
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+    [ 20150429 ]
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+    * Fixed the new BoundingBox rendering approach
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+    * Fixed portal rendering method, no longer checking portals behind player.
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+
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+    [ 20150424 ]
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+    * Imgui update
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+
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+    [ 20150417 ]
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+    * Updated imgui
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+    * First try at scissoring rendering through room portals.
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+
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+    [ 20150413 ]
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+    * Now trying to cache all bounding box vertices, drawing all at end of frame.
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+
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     [ 20150408 ]
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     [ 20150408 ]
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     * Now checking for errors after every OpenGL call.
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     * Now checking for errors after every OpenGL call.
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     * Slightly tweaked portal visibility checks.
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     * Slightly tweaked portal visibility checks.

+ 14
- 19
src/Render.cpp View File

133
             auto& r = World::getRoom(portal.getAdjoiningRoom());
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             auto& r = World::getRoom(portal.getAdjoiningRoom());
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             // Calculate the 2D screen-space bounding box of this portal
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             // Calculate the 2D screen-space bounding box of this portal
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-            glm::vec3 newMin, newMax;
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+            glm::vec4 newMin, newMax;
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             for (int c = 0; c < 4; c++) {
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             for (int c = 0; c < 4; c++) {
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                 glm::vec3 port = portal.getVertex(c);
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                 glm::vec3 port = portal.getVertex(c);
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-                glm::vec4 result = VP * glm::vec4(port, 1.0f);
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-                glm::vec3 vert = glm::vec3(result) / result.w;
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-
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-                ImGui::Text("%.2f %.2f %.2f", port.x, port.y, port.z);
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-                ImGui::Text("%.2f %.2f %.2f %.2f", result.x, result.y, result.z, result.w);
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-                ImGui::Text("%.2f %.2f %.2f", vert.x, vert.y, vert.z);
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-                ImGui::Text("----");
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+                glm::vec4 vert = VP * glm::vec4(port, 1.0f);
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                 if (c == 0) {
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                 if (c == 0) {
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                     newMin = vert;
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                     newMin = vert;
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                         newMin.y = vert.y;
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                         newMin.y = vert.y;
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                     if (vert.z < newMin.z)
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                     if (vert.z < newMin.z)
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                         newMin.z = vert.z;
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                         newMin.z = vert.z;
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+                    if (vert.w < newMin.w)
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+                        newMin.w = vert.w;
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                     if (vert.x > newMax.x)
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                     if (vert.x > newMax.x)
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                         newMax.x = vert.x;
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                         newMax.x = vert.x;
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                     if (vert.y > newMax.y)
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                     if (vert.y > newMax.y)
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                         newMax.y = vert.y;
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                         newMax.y = vert.y;
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                     if (vert.z > newMax.z)
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                     if (vert.z > newMax.z)
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                         newMax.z = vert.z;
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                         newMax.z = vert.z;
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+                    if (vert.w > newMax.w)
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+                        newMax.w = vert.w;
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                 }
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                 }
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             }
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             }
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-            //ImGui::Text("%.2f %.2f %.2f", newMin.x, newMin.y, newMin.z);
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-            //ImGui::Text("%.2f %.2f %.2f", newMax.x, newMax.y, newMax.z);
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-            //ImGui::Text("----");
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-
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-            //! \fixme Currently also checking behind player, because Z is always 1.0f?!
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-            //if ((newMin.z > 0.0f) || (newMin.z < -1.0f) || (newMax.z > 0.0f) || (newMax.z < -1.0f)) {
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-            //    continue;
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-            //}
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+            // Check if the portal lies behind the player
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+            if (!((newMin.z <= newMin.w) && (newMin.z >= -newMin.w)
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+                && (newMax.z <= newMax.w) && (newMax.z >= -newMax.w))) {
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+                continue;
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+            }
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             //! \fixme Need to check portal normal, only render if it points in our direction
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             //! \fixme Need to check portal normal, only render if it points in our direction
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             //if (!normalFacingUs) {
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             //if (!normalFacingUs) {
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             //}
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             //}
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             // Check if the portal intersects the portal leading into this room
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             // Check if the portal intersects the portal leading into this room
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-            if (!((min.x < newMax.x) && (max.x > newMin.x)
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-                && (min.y < newMax.y) && (max.y > newMin.y))) {
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+            if (!((min.x < (newMax.x / newMax.w)) && (max.x > (newMin.x / newMin.w))
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+                && (min.y < (newMax.y / newMax.w)) && (max.y > (newMin.y / newMin.w)))) {
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                 continue;
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                 continue;
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             }
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             }
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             // ...only render it if it is not
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             // ...only render it if it is not
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             if (!found) {
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             if (!found) {
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-                buildRoomList(VP, portal.getAdjoiningRoom(), glm::vec2(newMin), glm::vec2(newMax));
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+                buildRoomList(VP, portal.getAdjoiningRoom(), glm::vec2(newMin) / newMin.w, glm::vec2(newMax) / newMax.w);
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             }
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             }
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         }
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         }
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     }
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     }

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